Disclosed are a method and system for promoting a player character in a sports game using a dualized space. A player character promotion method may include processing a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for the progress of a sports game, providing a user interface for promoting a promotion mode for a given player character between sports game instances, and performing a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface.
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1. A non-transitory processor-readable medium having instructions stored thereon, which when executed by one or more processors, cause the one or more processors to implement a player character promotion method, comprising: processing a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for a progress of a sports game; providing a user interface for promoting a promotion mode for a given player character between sports game instances; and performing a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface; wherein the promotion scenario is performed using a turn method; wherein performing the promotion scenario comprises: selecting a single event associated with a given trainer character in a combination list in which a first event list comprising at least one single event selected based on a team to which a player character selected through the user interface belongs and a second event list comprising at least one single event selected based on at least one trainer character further selected through the user interface have been combined, and performing the selected single event between turns of the promotion scenario, and wherein a likeability value between the given trainer character and the player character is adjusted according to the progress of the single event.
This invention relates to a system for enhancing player character development in sports games through a separate promotion mode. The technology addresses the challenge of making character progression more engaging and interactive outside of the main gameplay. The system involves a sports game where players control characters in a virtual space designed for gameplay. A user interface allows players to activate a promotion mode for a specific player character between game instances. When activated, the system transitions to a second virtual space dedicated to character promotion, where a turn-based scenario unfolds. This scenario involves selecting a single event from a combination list, which merges events based on the player character's team and a trainer character chosen by the user. The selected event is performed between turns, and the interaction affects a likeability value between the trainer and the player character, influencing future interactions. The turn-based method ensures structured progression, making character development more strategic and immersive. The system enhances player engagement by providing a dedicated space for character growth outside of standard gameplay.
2. The non-transitory processor-readable medium of claim 1 , wherein: a promotion scenario is configured in each of a plurality of teams included in the sports game, and performing the promotion scenario comprises performing a promotion scenario pre-configured for a team to which a player character selected through the user interface belongs.
This invention relates to a system for managing promotion scenarios in a sports game, addressing the challenge of dynamically adapting gameplay based on team-specific events. The system involves a non-transitory processor-readable medium storing instructions that, when executed, configure a sports game to handle team-based promotion scenarios. Each team in the game has a pre-configured promotion scenario, which is triggered when a player character belonging to that team is selected through a user interface. The promotion scenario may include events such as player promotions, team celebrations, or other in-game actions that enhance player engagement and immersion. The system ensures that the promotion scenario is tailored to the specific team, allowing for personalized and contextually relevant gameplay experiences. By dynamically executing these scenarios, the game maintains a high level of interactivity and responsiveness to player actions, improving overall user satisfaction. The invention focuses on enhancing the realism and depth of sports simulations by integrating team-specific events into the gameplay mechanics.
3. The non-transitory processor-readable medium of claim 1 , wherein: performing the promotion scenario comprises: determining whether a combo event associated with given two or more trainer characters included in a third event list comprising combo events selected based on a combination of two or more trainer characters is generated at timing at which the progressed single event is terminated when the two or more trainer characters are selected through the user interface, selecting a given combo event in the third event list in response to the determination of the combo event generated, and performing the selected combo event, and a likeability value between each of the given two or more trainer characters and the player character is adjusted according to the progress of the combo event.
This invention relates to a processor-readable medium for managing interactions between player and trainer characters in a game, particularly focusing on combo events triggered by selecting multiple trainer characters. The system addresses the challenge of enhancing player engagement by dynamically generating and executing combo events based on character combinations, thereby increasing the complexity and depth of gameplay interactions. The system maintains a third event list containing combo events, which are selected based on combinations of two or more trainer characters. When a player selects these characters through a user interface, the system determines whether a combo event is generated at the moment a single event concludes. If a combo event is detected, the system selects and executes the corresponding event from the third event list. During the combo event, the system adjusts likeability values between the player character and each of the involved trainer characters, reflecting the impact of the interaction on their relationships. This approach ensures that player actions directly influence gameplay outcomes, fostering a more immersive and personalized experience. The dynamic adjustment of likeability values further reinforces the consequences of player choices, making the game more responsive and engaging. The system enhances traditional single-character interactions by introducing multi-character combo events, thereby expanding strategic possibilities and narrative depth.
4. The non-transitory processor-readable medium of claim 1 , wherein: performing the promotion scenario comprises performing training of the player character in which a trainer character selected among at least one trainer character further selected through the user interface participates, and a status of the player character is adjusted based on a result of the progress of the training into which a training effect according to the selected trainer character has been incorporated.
This invention relates to a video game system that enhances player character development through interactive training scenarios. The system addresses the challenge of providing engaging and personalized character progression in games, particularly in role-playing or simulation genres where character growth is a key feature. The system includes a non-transitory processor-readable medium storing instructions for executing a game where a player controls a player character. The game features a promotion scenario where the player character undergoes training with a trainer character. The trainer character is selected from a pool of available trainers, with the selection made through a user interface. The training session affects the player character's status, such as skills, attributes, or abilities, based on the progress of the training and the specific trainer chosen. Different trainers may have unique training effects, allowing for varied outcomes depending on the selection. The training scenario involves the trainer character guiding the player character through exercises or challenges, with the results directly influencing the player character's development. This dynamic interaction ensures that character progression is not only skill-based but also contextually meaningful, enhancing player engagement and immersion. The system may also include additional features, such as multiple training sessions, different trainer specializations, or adaptive difficulty levels, to further customize the experience. The overall goal is to provide a more interactive and personalized way for players to develop their characters within the game.
5. The non-transitory processor-readable medium of claim 4 , wherein the trainer character scheduled to participate in the training of the player character is selected based on a probability for each status item, belonging to probabilities for respective status items configured in each of the further selected at least one trainer character and corresponding to a status item by which the player character is to be trained through the training.
This invention relates to a system for selecting trainer characters in a training simulation, particularly in a video game or interactive training environment. The problem addressed is the need for an adaptive and probabilistic method to select trainer characters that can effectively train a player character based on specific status items requiring improvement. The system involves a non-transitory processor-readable medium storing instructions for executing a training simulation. The simulation includes a player character and multiple trainer characters, each with configurable probabilities for various status items. When a player character requires training, the system selects at least one trainer character based on a probability distribution corresponding to the status items the player character needs to improve. The selection process ensures that the chosen trainer character has the highest likelihood of effectively training the player character in the desired status items. The trainer characters are further filtered based on predefined criteria, such as availability or compatibility, before the probabilistic selection is applied. This ensures that the selected trainer character is not only effective but also feasible for the training session. The system dynamically adjusts the selection process to optimize the training outcome, enhancing the player's experience or skill development.
6. The non-transitory processor-readable medium of claim 5 , wherein the trainer character scheduled to participate in the training of the player character is selected further based on a likeability value set between the player character and each of the further selected at least one trainer character.
This invention relates to a system for selecting trainer characters in a training simulation or game environment. The problem addressed is the need to dynamically select trainer characters that are not only skilled but also have a positive relationship with the player character to enhance engagement and effectiveness of the training. The system involves a non-transitory processor-readable medium storing instructions that, when executed, cause a processor to select trainer characters for interacting with a player character in a training scenario. The selection process involves evaluating multiple factors, including the trainer characters' skills and their likeability values relative to the player character. The likeability value represents the strength of the relationship or affinity between the player character and each potential trainer character. By considering both skill and likeability, the system ensures that the selected trainer characters are both competent and well-suited to the player character, improving the training experience. The system may also involve pre-selecting a group of trainer characters based on their skills and then further refining the selection by evaluating their likeability values with the player character. This two-step process ensures that the final selection is optimized for both performance and relational compatibility. The goal is to create a more personalized and effective training environment where the interactions between the player character and trainer characters are meaningful and engaging.
7. The non-transitory processor-readable medium of claim 4 , wherein as the training proceeds, a likeability value between the selected trainer character and the player character is further adjusted.
This invention relates to a system for adjusting character relationships in a training simulation, particularly in interactive training environments where a virtual trainer character interacts with a player character. The problem addressed is the lack of dynamic relationship adjustments between characters during training sessions, which can reduce engagement and effectiveness. The system involves a non-transitory processor-readable medium storing instructions that, when executed, cause a processor to adjust a likeability value between the trainer character and the player character as training progresses. This adjustment is based on the player's performance, interactions, and other contextual factors, ensuring the relationship evolves realistically. The system may also include selecting a trainer character from a pool based on predefined criteria, such as the player's skill level or training objectives. The trainer character's behavior and dialogue are dynamically modified to reflect the changing likeability value, enhancing immersion and training outcomes. The system may further track player progress and adapt the trainer's responses to reinforce positive behaviors or correct mistakes, creating a personalized and adaptive training experience. The goal is to improve engagement and learning retention by making the training environment more responsive and emotionally intelligent.
8. The non-transitory processor-readable medium of claim 1 , wherein: performing the promotion scenario comprises establishing a connection relationship between a given trainer character and the player character based on a likeability value set between the player character and each of at least one trainer character further selected through the user interface, and a boosting effect for increasing a training effect is applied to training of the player character based on the established connection relationship.
This invention relates to a system for enhancing player engagement in a video game by dynamically adjusting training effects based on character relationships. The problem addressed is the lack of personalized and emotionally engaging interactions in training scenarios, which can reduce player motivation and immersion. The solution involves a non-transitory processor-readable medium storing instructions for executing a game where a player character can form connections with trainer characters. These connections are established based on a likeability value, which is determined through user interface interactions. When a connection is formed, a boosting effect is applied to the player character's training, increasing the effectiveness of training activities. The system allows players to select trainer characters from a pool, and the strength of the connection influences the magnitude of the training boost. This approach leverages social dynamics to create a more immersive and rewarding training experience, encouraging players to engage more deeply with the game mechanics. The invention aims to enhance player retention and enjoyment by making training scenarios more interactive and emotionally resonant.
9. A player character promotion method performed by a computer apparatus comprising at least one processor, the method comprising: processing, by the at least one processor, a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for a progress of a sports game; providing, by the at least one processor, a user interface for promoting a promotion mode for a given player character between sports game instances; and performing, by the at least one processor, a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface; wherein a likeability value between the player character and at least one trainer character further selected through the user interface is adjusted based on at least one of training and an event generated according to the progress of the promotion scenario, wherein a connection relationship is established between the player character and a given trainer character based on the likeability value, and wherein a boosting effect for increasing a training effect is applied to training of the player character based on the established connection relationship.
This invention relates to a computer-implemented method for promoting player characters in a sports game, addressing the challenge of enhancing player engagement and character development between game instances. The method involves processing a sports game instance where a player character, controlled by user input, participates in a first virtual space designed for gameplay. A user interface is provided to activate a promotion mode for a specific player character between game sessions. When activated, a promotion scenario is executed for the selected player character in a second virtual space distinct from the gameplay environment. This scenario includes interactions such as training or events that adjust a likeability value between the player character and a trainer character, also selected through the interface. Based on this likeability value, a connection relationship is established between the player character and the trainer, which then applies a boosting effect to enhance the training efficiency of the player character. The system dynamically adjusts character progression and engagement through structured interactions outside the main gameplay, fostering deeper player involvement and strategic character development.
10. A non-transitory processor-readable medium having instructions stored thereon, which when executed by one or more processors, cause the one or more processors to implement a player character promotion method, comprising: processing a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for a progress of a sports game; providing a user interface for promoting a promotion mode for a given player character between sports game instances; and performing a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface; wherein performing the promotion scenario comprises performing training of the player character in which a trainer character selected among at least one trainer character further selected through the user interface participates; wherein a status of the player character is adjusted based on a result of the progress of the training into which a training effect according to the selected trainer character has been incorporated; and wherein the trainer character scheduled to participate in the training of the player character is selected based on a probability for each status item, belonging to probabilities for respective status items configured in each of the further selected at least one trainer character and corresponding to a status item by which the player character is to be trained through the training.
This invention relates to a system for enhancing player character development in sports video games. The technology addresses the problem of static character progression, where player skills and attributes remain unchanged between game instances, limiting player engagement and strategic depth. The solution introduces a dynamic promotion system that allows players to improve their characters' abilities through structured training sessions outside of regular gameplay. The system operates by first managing a sports game instance in a primary virtual environment designed for competitive play. A user interface is provided to activate a promotion mode for a specific player character between game sessions. When activated, the system transitions to a secondary virtual space dedicated to character training. Here, players select a trainer character from a pool of available trainers, each offering specialized training effects. The training scenario involves interactive exercises where the selected trainer influences the player character's development based on predefined probabilities tied to specific status items (e.g., speed, strength, accuracy). After training, the player character's attributes are updated according to the training outcome, incorporating the trainer's unique effects. This probabilistic selection ensures varied and unpredictable improvements, enhancing replayability and strategic decision-making. The system thus bridges competitive gameplay with skill progression, offering deeper character customization and long-term engagement.
11. The non-transitory processor-readable medium of claim 10 , wherein the trainer character scheduled to participate in the training of the player character is selected further based on a likeability value set between the player character and each of the further selected at least one trainer character.
This invention relates to a system for selecting trainer characters in a video game to interact with a player character during training sessions. The problem addressed is optimizing trainer selection to enhance player engagement and training effectiveness by considering not just skill compatibility but also the player character's affinity with potential trainers. The system involves a non-transitory processor-readable medium storing instructions for a computer to perform operations. These operations include selecting at least one trainer character based on a skill level that matches the player character's needs. The selection process further refines the pool of potential trainers by evaluating a likeability value, which quantifies the player character's affinity or preference for each trainer. This likeability value is used to prioritize trainers the player character is more likely to engage with positively, thereby improving the training experience. The system may also involve additional criteria, such as trainer availability or player progress, to further refine the selection. The goal is to dynamically adjust trainer assignments to maintain player interest while ensuring effective skill development. This approach aims to balance gameplay enjoyment with educational or skill-building objectives, particularly in games where training interactions are frequent or critical to progression.
12. The non-transitory processor-readable medium of claim 10 , wherein: a promotion scenario is configured in each of a plurality of teams included in the sports game, and performing the promotion scenario comprises performing a promotion scenario pre-configured for a team to which a player character selected through the user interface belongs.
This invention relates to a system for managing promotion scenarios in a sports game, addressing the challenge of dynamically configuring and executing team-specific events to enhance player engagement. The system involves a non-transitory processor-readable medium storing instructions that, when executed, enable a sports game to implement promotion scenarios tailored to individual teams. Each team within the game has a pre-configured promotion scenario, which is triggered based on the player character's affiliation. When a user selects a player character through the game's user interface, the system identifies the team associated with that character and executes the corresponding promotion scenario. This ensures that events, rewards, or gameplay modifications align with the selected team's predefined settings, creating a personalized and immersive experience. The system may also include additional features such as team-specific challenges, rewards, or narrative elements that adapt based on the player's team selection, further enhancing gameplay variety and player retention. The invention improves upon existing sports games by automating team-specific scenario execution, reducing manual configuration, and ensuring consistent thematic alignment with each team's identity.
13. A non-transitory processor-readable medium having instructions stored thereon, which when executed by one or more processors, cause the one or more processors to implement a player character promotion method, comprising: processing a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for a progress of a sports game; providing a user interface for promoting a promotion mode for a given player character between sports game instances; and performing a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface; wherein performing the promotion scenario comprises performing training of the player character in which a trainer character selected among at least one trainer character further selected through the user interface participates; wherein a status of the player character is adjusted based on a result of the progress of the training into which a training effect according to the selected trainer character has been incorporated; and wherein as the training proceeds, a likeability value between the selected trainer character and the player character is further adjusted.
This invention relates to a system for enhancing player character development in sports video games. The technology addresses the problem of static character progression in sports games, where player skills and attributes typically improve only through gameplay without meaningful off-field or off-court development. The system introduces a separate virtual space for training and character promotion outside of the main sports game environment. A user can select a player character and activate a promotion mode, which triggers a training scenario involving a trainer character. The training scenario occurs in a distinct virtual space designed specifically for skill development rather than competitive gameplay. The user can choose from multiple trainer characters, each offering different training effects that influence the player character's status and abilities. As training progresses, the player character's attributes are adjusted based on the training results, incorporating the specific benefits of the selected trainer. Additionally, the interaction between the player character and trainer character affects a likeability value, which may further influence training outcomes or character relationships. This system provides a more dynamic and engaging way to develop player characters between sports game instances, enhancing long-term player engagement and strategic depth.
14. The non-transitory processor-readable medium of claim 13 , wherein: a promotion scenario is configured in each of a plurality of teams included in the sports game, and performing the promotion scenario comprises performing a promotion scenario pre-configured for a team to which a player character selected through the user interface belongs.
This invention relates to a processor-readable medium for managing promotion scenarios in a sports game. The system addresses the challenge of dynamically handling team-specific promotions within a multi-team sports game environment. Each team in the game is pre-configured with a unique promotion scenario, which is triggered based on the player character's team affiliation. When a user selects a player character through the game's user interface, the system identifies the team associated with that character and executes the corresponding pre-configured promotion scenario. This ensures that promotions, such as in-game rewards, events, or narrative developments, are tailored to the specific team, enhancing player engagement and immersion. The system may also include a user interface for configuring or modifying these team-specific promotion scenarios, allowing for customization and adaptability. The invention improves the game's ability to deliver personalized and contextually relevant experiences based on team dynamics, addressing the need for more dynamic and team-specific gameplay mechanics in sports simulations.
15. A non-transitory processor-readable medium having instructions stored thereon, which when executed by one or more processors, cause the one or more processors to implement a player character promotion method, comprising: processing a progress of a sports game instance in which at least one player character controlled in response to a user's input participates through a first virtual space configured for a progress of a sports game; providing a user interface for promoting a promotion mode for a given player character between sports game instances; and performing a promotion scenario for a selected player character through a second virtual space different from the first virtual space for the progress of the sports game instance when the promotion mode for the selected player character is activated through the user interface; wherein performing the promotion scenario comprises establishing a connection relationship between a given trainer character and the player character based on a likeability value set between the player character and each of at least one trainer character further selected through the user interface; and wherein a boosting effect for increasing a training effect is applied to training of the player character based on the established connection relationship.
This invention relates to a system for enhancing player character development in sports video games. The technology addresses the problem of static character progression, where player characters improve only through repetitive gameplay without meaningful narrative or relational depth. The solution introduces a dual-space progression system where a player character's skills are developed both during gameplay and through dedicated promotion scenarios outside the main sports game environment. The system processes a sports game instance in a first virtual space, where players control characters in real-time gameplay. A user interface allows players to activate a promotion mode for a specific player character between game sessions. When activated, the system transitions to a second virtual space designed for character development. Here, players engage in promotion scenarios that involve trainer characters. The system establishes connection relationships between the player character and trainer characters based on a likeability value, which influences the effectiveness of training. A boosting effect enhances training outcomes when a strong connection exists, accelerating the player character's skill improvement. This approach adds narrative depth and strategic decision-making to character progression, making it more engaging and personalized.
16. The non-transitory processor-readable medium of claim 15 , wherein: a promotion scenario is configured in each of a plurality of teams included in the sports game, and performing the promotion scenario comprises performing a promotion scenario pre-configured for a team to which a player character selected through the user interface belongs.
This invention relates to a system for managing promotion scenarios in a sports game, addressing the need for dynamic and team-specific gameplay experiences. The system involves a non-transitory processor-readable medium storing instructions that, when executed, enable a user interface for selecting a player character in the sports game. The instructions further configure the system to execute a promotion scenario, which is pre-configured for the specific team to which the selected player character belongs. The promotion scenario is part of a broader set of scenarios configured across multiple teams in the game, ensuring that each team has its own unique set of events or challenges. The system dynamically applies the appropriate scenario based on the player character's team affiliation, enhancing immersion and personalization in the gameplay experience. This approach allows for varied and contextually relevant gameplay mechanics tailored to different teams, improving player engagement and realism.
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May 18, 2020
March 22, 2022
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